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Rommalb
05-29-2008, 08:53 PM
Did we have a 4th Edition thread here? I forget, since I think we only had one on the last site Im making a new one anyway. For those of you not in the know the core rulebooks were leaked online yesterday so if you are a pirate like me you already have them, thus this thread will be my intial thoughts on the PHB (I havent read the DMG or MM yet). If you dont want 4th Ed spoiled for you till it comes out I highly suggest you stop reading right now.










alright, since apparently you do want to know here we go. You must forgive me if this rambles all over the place, Im ranting at this point. Its... different. Major changes: Races are Dragonborn, Eladrin, Elf, Halfing, Half-elves, Humans, Dwarves and Tieflings- note the lack of gnome or half-orc; classes are Cleric, Fighter, Paladin, Ranger, Rogue, Warlock, Warlord, Wizard- note the lack of Sorcerer or Monk;your Fort base save is either Str or Con; your will base save is either Wis or Cha; your Reflex base save is either Int or Dex; you only get a bonus to AC in light armor and then its either Int or Dex (wizards rejoice).

Now for some more details starting with those races. Racial bonuses are somewhat more limited, each race only gives you about 4-5 things but none of them actually give you penalities. Also each race is useful, even Half-elves are actually a good race. The loss of Gnome/Half-orc and to an extent WF is kinda odd but the ones they have do give you solid variety so I like what theyve done here.

Classes are where it gets VERY different. Leveling up does possess something of a online video-game feel that is totally unlike classic D&D... but its not bad. First off every class goes to level 30 and is split into 3 tiers, Heroic (1-10) Paragon (11-20) and Epic (21-30). As you level you get various abilites for your class split into a number of what are collectively known as 'Powers' and is furthur split into being usable at-will, per encounter, or daily. These are essentially focused feats for each class that let them use special attacks you dont get elsewhere, and trust me when I say there are a ton for each class. You do have a set number of each kinda of power you know which goes up by level, but theyre all pretty solid. The real changes come when you reach Paragon in which case you get a choice of prestige classing as it were. Each class has a number of Paragon paths that focus your power in a specific kind of way by giving you a few new abilities as well as some new Powers to choose from. Once you reach Epic theres a set of about 5 Epic Destinies anyone can choose that furthur increase your powers based on what you want.

To continue with leveling up- your HP is no longer rolled. Every class has a set number of hp they start at plus theyre con modifier and then they recieve a set number of hp each level... NOT plus their con modifier. Your skill list is significantly focused too, with even rogues having all of 5 trained skills and only about 20 skills total. Speaking of proficency in things, Weapon and Armor prof has been limited as well, each class lists specific armor they can use with proficency and weapons come in only 4 categories (simple melee, military melee, simple ranged, military ranged) but most classes only can wear up to about scalemail at start. Only the Paladin, not even the Fighter or Warlord, gets Platemale off the bat.

Then theres savign throws, everything is rolled against something else, you get standard Str vs AC to attack but all of your spells are also rolled against various defenses significantly lowering their auto-hit chance magic usually has in 3.5... but again theres a twist. Many of the Powers in each class have miss effects as well, so even if you dont "hit" them with the spell, you get a secondary effect anyway so its not all bad.

Finally for now theres the actual spell list and this is where its not your daddys or Xandeks D&D anymore. The spells come as a classes potential Powers which is great for Wizards since they get a number of spells At-will or Encounter they can burn through without a care in the world but the lists themselves are significantly, and I mean SIGNIFICANTLY, reduced. However theres a secondary type of spell known as the Ritual which Clerics and Wizards can use that lets them do less combative spells without burning Powers on them, these cover your Scrying, Crafting, Identify and so forth.
Additionally they greatly reduced the cost of a number of wands and spell materials so you dont go broke as a low level caster.

Alright, that was long as hell so I'll let it all sink in before I continue with Healing Surges, Implements and more! If theres a specific point you want me to look up let me know otherwise discuss

Rommalb
05-29-2008, 11:38 PM
Part 2 - the Advanced Stuff and the Monster Manual

Well having more time to browse Ive been working on understanding how some more of the newer stuff works, and boy do the changes keep on coming. First Im going to expand on what I mentioned of skills earlier, you dont actually have skill points per say. All classes get half their level to a skill as a modifier plus your ability check and anything else, if you are trained in a skill (which you choose on character creation or through a feat) you get another +5 to that skill as well as certin skill powers which require training. The skills themselves are also broader, you have "Athelitics'" which covers Climb, Balance, Escape Artist, and such; Perception is Search, Spot, and Listen. Arcana is interesting because its an innate Detect Magic something Ive always been fond of. theres also an expanded use of Knowldge skills as well as more knowldge entrys in the MM so you can try and identify monsters with knowldge now.

The previously mentioned Implements are extra firepower for Casters, you dont need them to cast magic but if you hold an implement you gain its enhancement bonus to your chance of hitting and damage so that a Wizard will actually have a reason to carry a Quarterstaff and look Wizardry. Speaking of which, Wizards start with a class ability that lets you choose a type of implement and gain even more powers from carrying it so theyve significantly increased a low level wizards usefulness.

The Healing Surge is something that comes with each class, they get a set number per day + Con modifier for a set amount of HP based on class. The surge can be used two different ways, you have a special action called the Second Wind where once per battle you can regain hp equal to your surge and gain a temp boost to your defenses; otherwise various class Powers will let you expend healing surges to recover hp. The Paladins LOH essentially lets you expend your Healing Surge to let someone else recover health based on theirs, but theres also a Divine Lance attack for clerics where they hit an enemy with a bolt of light and all nearby allies get a free action to use a Surge if they desire; so definte fun there.

In line with the Healing Surge you get Ability Points, you normally only have 1 of these a day but if you reach a milestone (defeat 2 encounters without resting) you get another 1 temporaily. You can use these ability points to gain an extra action in an encounter as well as some certin special attacks. This takes us to combat itself which is pretty much the same with some new tricks. First off they streamlined the rules for Grapple, Trip, Disarm etc so people can actually understand them and added in the Second Wind and Ability Points. Theres a couple new modifiers though, you can have Comabt Advatage against a target from Flanking them or in 3.5 terms: a situation where the defender would be denied a Dex bonus to Ac if any. While having the Advantage is simply a +2 to-hit instead of the Dex change, a lot of Powers require you to have Advantage to use them or will give you Advantage. When you fall to less than half-HP you become whats known as Bloodied, another new state which lets you use some Powers or requires an enemy to be in before you can hit them with some things.

Combat itself is still pretty much the same until we get to the equipment side. Weapons grant you varying bonuses to-hit depending on what they are, but all weapons seem to only have a nat 20 crit unless you have a feat or Class ability that changes that. Critting is also slightly different, the only thing a Crit does is max out damage on your rolls unless a weapon has the High Crit stat which gives you an extra die-roll of damage as well. A number of weapon damages have been changed as well, a Scimitar now does 1d8 damage plus High Crit while a Longsword still does 1d8 but can be used two-handed. A lot of weapon magic effects are altered, the biggest change I saw was Vorpal no longer cuts their head off. Instead when you roll for damage any time you roll max damage on a die you reroll that die until you get something other than max damage, plus it gives you an additional 3d12 on a crit so its still defintely potent.

From here lets go to the MM which is where things suddenly take a darker turn. I must say from just browsing the .pdf I dont like the MM. Namely, there are no good creatures in this thing. theres a lot of neutral creatures and somethings with alignment - ANY, but no actual good creatures which kinda confuses me. Yeah, I know most people never fought nymphs, or Solars, but they were good to have in case. Hell the Dragon entry only lists the Metallic dragons, and while it refrences the existence of the chromatic dragons and the Planar and the Destruction Dragons, we have no stats for them. The average monster level is changed too, in 3.5 the main monsters tended to be lvl 10 and lower, here its much higher skewed and even the low level monsters have high HP. And boy do monsters have hp, the Tarrasque is at 1420 hp, kobolds are in the 40s and the majority of the creatures are at least 100 if not 200. In fairness, the book does hold multiple monster entries for each monster for different types of the creature and there is a wide variety of creatures, just the lack of good creatures kinda bugs me. Monsters also have a role set attached to them which helps define the type of skills they have, one of the roles is a Minion which always has 1 hp but cant take damage from a miss. This lets you have a CR 24 creature with a lot of CR 20 followers who can be cleared out rather quickly to make room for the boss.

Ive only barely touched the DMG, however it seems that the DMG is only a quick refrence guide now as all the magic items and such are in the PHB so I dont think anything more will drastically change from reading that. Overall I like a lot of the changes theyve made, some seem like I will need to see them in action to decide, and only a couple others actually bug me currently. Then again, any Version which eliminates that silly Druid class is alright by me :wootdance:

edit: haha, for all that I forgot the one biggest change that annoyed me the most. Theres only 5 Alignments now: Good, Lawful Good, Evil, Chaotic Evil, and Unaligned. I liked the 9 alignment grid as it gave a depth to a person personality and it still covered all of a persons reasons for acting someway. With only 5 alignments what about the Chaotic Neutral "Dirty Harrys" or the Lawful Evil "Mafioso"? I can see losing LN and CN to an extent since they werent as widely used, or even NG and NE since I dont think anyone ever played as those, but why CG and LE? This makes no sense

Shyv
05-30-2008, 12:11 AM
Well reading the outline, well writen by the way, it seems that they have really dumbed down the whole system. Granted I haven't played PnP since 2nd edition, but there was always something about lots of rules and lots of options. I'd have to take a look and read through the whole thing myself. But it looks and sounds like a D&D for the A.D.D. generation. :smrt:

Rommalb
05-30-2008, 12:25 AM
It defintely has a video-game MMO feel to it, which is ironic since the implementation of a lot of the Powers as immediete reactions would never work in an MMO. I dont know if I would say its totally dumbed down either, while it doesnt have the bell graphs of the 1st and 2nd Ed DMG you have so much you can do its kinda tricky in its own way. Each class has something like 30-40 powers or so for it. Rather it seems like theyre helping min/maxers by giving you so many options it doesnt matter what you dump stat its not gonna hurt you

moorewr
05-30-2008, 03:15 PM
I've gone to some demo sessions.. there's a sort of "DDO/WOW/Diablo" feel to the changes. For example, the heroic HP bonus is there. And every class has clickies.

Well, to sum it up, I do like it, but it isn't D&D. I decided to stick with 3.5 for my campaign... and not invest in v4 books...

Lam
05-30-2008, 04:20 PM
It's been said around that this is not the final version of the books. I believe so, because some of the classes are not in the PHB, like barbarian, monk and bard.

Also, it's strange that all magic items are in the PHB.

I heard someone saying that WotC did this, so that when the actual book comes out with the complete information and people scan it, the internet will already be flooded by this incomplete version.

Of course these are all guesses and/or wishes of disappointed players, but it won't be long before we find out. My books are arriving by the end of June, for those in the U.S. even sooner.

Eldamir
05-30-2008, 04:33 PM
That wouldn't surprise me .. leaking old drafts of the books to the Internet to screw the freeloaders up :D

Coldin
05-30-2008, 04:41 PM
It all looks interesting, but man is it different than 3.5. They've basically just rewrote the whole system.

Still, I think what I'm most interested in is their online table-top thing. (I really can't remember what they called it.)

Ringos
05-30-2008, 05:05 PM
It all looks interesting, but man is it different than 3.5. They've basically just rewrote the whole system.

Still, I think what I'm most interested in is their online table-top thing. (I really can't remember what they called it.)

I was interested in that as well. Anyone here planning on trying that out when it's up? I would give it a go (basically a PnP noob though!).

Coldin
05-30-2008, 05:07 PM
We could start a House T group up for it. Though, admittedly, I'm way out of practice for any sort of RPing. (Not that I was ever all that good at it to begin with :) )

Rommalb
05-30-2008, 06:17 PM
It's been said around that this is not the final version of the books. I believe so, because some of the classes are not in the PHB, like barbarian, monk and bard.

Also, it's strange that all magic items are in the PHB.

I heard someone saying that WotC did this, so that when the actual book comes out with the complete information and people scan it, the internet will already be flooded by this incomplete version.

Of course these are all guesses and/or wishes of disappointed players, but it won't be long before we find out. My books are arriving by the end of June, for those in the U.S. even sooner.

I could actually kinda believe this, as the books seem vaugely incomplete at times like theyre missing things (namely the MM) but on the other hand it would be a whole lot of effort to completely remove all refrences to things and release a fale version. Im hoping theres Monks/Barbarians/Bards when it actually comes out, but with the way the current classes are set-up Im not sure they would be very different from what there already is

solstice
05-31-2008, 12:35 AM
This classes (bard, monk, druid, barbarian) will coming soon, have some posts from Wizards about this... This version on web is a "print page" that someone "stole" before start print. can be a beta or not.

My pdfs of 4th edition have some "printing marks"
Fake or not, the rules appears be nice and interesting. And the art is AMAZING!

Rommalb
06-06-2008, 09:58 PM
well the .pdfs are the actual books as they came out today. The lady at Borders mentioned that people had been grabbing them all day and while they are kinda pricey (about $35 compared to 3.5s which were usually only $30) Borders had a 10% discount going on them. The artwork looks even better on the actual print version since its much glossier

Doctorwhofan
10-07-2008, 01:57 AM
My 4.0 PHB made it to my grill. We bought all the 3.5 books we can find and run only that. The general consistance amoung the gaming community here is that 4.0 sucks. And after I read the PHB, I tend to agree.


FYI according to the arms and armanment book that just came out for 4.0, Bastard swords are gone.

Rommalb
10-07-2008, 02:01 AM
Theyre not gone, they just call them broadswords. Ive been playing 4.0 for a bit now and while it is definetly different, Ive been enjoying it. Sure it has a bit of a video game feel to it and is generally simpler, but thats not always a bad thing such as when trying to calculate to-hit and damage